Say if I wanted a character to blink while idle; Would it need to be entirely in 3D or could I relegate facial features to 2D texture sequences?Edited by OrangeJuice on Feb 6, 2016 at 05:17 PM

It would require 3d animation. Though it might be possible to create a particle effect with two markers set to the position of your bipeds sockets how ever control would be very limited as you would be literally using sprite images consisting of an open eye and a closed one.

Though that is my perspective perhaps another could broaden the horizons of your query further.

Skidrow925Joined: Mar 19, 2010"ideological sense of respect and tact of a 5yo"

Posted: Feb 6, 2016 05:24 PM
Msg. 6618 of 6708

Quote: --- Original message by: OrangeJuice

Say if I wanted a character to blink while idle; Would it need to be entirely in 3D or could I relegate facial features to 2D texture sequences?Edited by OrangeJuice on Feb 6, 2016 at 05:17 PM

for the love of all that is holy do NOT TRY TO DO THIS WITH SPRITES. It is a long painful road that is easily bypassed by making two simple bones. Or really, just one bone.

Or instead of messing with attachment hierarchies: have all four placed mathematically to a single rotating bone and just have other "frames" rotated into and hidden inside my biped?Edited by OrangeJuice on Feb 6, 2016 at 05:38 PM

Quote: --- Original message by: OrangeJuiceCould it be done with Planes that are rapidly attached and detached for every frame of animation needed?

You mean planes which pop into and out of view in a few frames.

Perhaps but I am not sure again if it would show up in a correct manner. I could be 100% wrong but your proposed method doesn't sound like it would work in a correct manner since you effectively would be repurposing an animation for another purpose.

Bones within 3d offer the flexibilty needwd to pull of a convincing animation of your specifications. Though I am referencing cinematixx here but I am more than sure that facial rigging is supported. Just not in an advanced manner to which we would be used to with todays engines.Edited by Super Flanker on Feb 6, 2016 at 05:40 PM

Skidrow925Joined: Mar 19, 2010"ideological sense of respect and tact of a 5yo"

Posted: Feb 6, 2016 05:37 PM
Msg. 6622 of 6708

I'll describe what exactly I mean with pictures later, but here's the base idea: You make eyelkids on the biped model skinned to an eyelid bone which falls under head. Then you animate it to rotate to move the eyelid bits of mesh.

Attachment and detachment is also a painful method and is terrible practice. You might sweet talk R93 into helping you better. If he doesn't say yes at first feel free to invoke swishy swish's name. That may produce varying results.

there's probably like 15 different ways to make a character blink while idle, and tbh each is valid but I think you just need to figure out what amount of work you want to actually put in. Doing it via animation would require you to go through and change every single animation and re-export (assuming you're using an existing skeleton). Sprites would be annoying but it'd probably be more efficient.

IIRC, the early tomb raider games actually just used sprites for all of the facial features, up until TR3 where Lara was given extra polygons to work with.

Just give to the eyes a separated shader which has a vertical slide function, and be sure that the eyes texture include the eyelids. Then, you can change the function period and speed in order to make the blink as believable as possible

Yes, please do share. I'd love to try getting some good renders with this as I learn 3DS stuff. It'd be a good intro to biped stuff for me :D

Potential biped for final release of Halo Revolution Also I'm guessing the fp arms for the biped would have to be done from scratch too?

That project is pretty much dead. I would like it to simply play with, since someone else would undoubtedly get it ingamed better and faster than I could

what ? what happened with halo revoultion?, it was one of the best mp projects on halomaps.

D3ad as in bored to d3ath with m0dd1n9

@kinnet - your words, not mine lol. It was a lot of work to get 20+ maps out the door, and I realized later that the gameplay was...newer, but I guess I just prefer that classic competitive H1 style.

@flanker pretty much.

It was a long road and I learned a ton. It's time to move on to OS to give me more to work with, since being fancy with an old engine won't teach me anything of real relevance to a modern portfolio. I'll post more stuff when I have time, I have a baby shower project sort of born of revolutions ashes so to speak

im going to share the model once im done with rigging& scaling it. (or a friend have helped me with it)in the meantime its going to be a part of a little project im working on.

^ only had access to mipmaps in this pic

^im most likely only going to use the unmodified magnum, and the silenced version.its mostly model mashups etc, since i have no actual knowledge in making models.Edited by tillice on Feb 10, 2016 at 06:40 AM